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Found 1 result

  1. Simply what the title says - remove seryll, glimmer, and ada items/lumps/ore/etc. from the mission database, as in - no missions should ever spawn for Valrei that require sacrifice of the base ore/lumps or any items derived from them, of any quality level. Almost every other mission I can think of is possible with enough population/time/effort, as the resources needed are available in the persistent world, or are driven by skills (i.e. create 20 colossus may take forever and not get done in a given mission timer period, but with enough people, there's no reason it couldn't be - clay, stone/bricks, and people - nothing outrageous there in terms of need - if the desire to get the mission done is present). Currently there is a "sacrifice 500 decent seryll lumps" mission up on Serenity - - there's no reason this mission or any like it should be included in the mission database. While technically possible, it is not feasible or plausible - even if the server were to have a full 400 population, all of whom save every lump of seryll they've ever obtained ever for a mission, and then all sacced it - it's questionable if that would be enough lumps, let alone enough of 30 ql (decent). I'd wager that 500 decent seryll lumps haven't even been generated on Serenity ever. These moon metals are rare enough and valuable enough as it is - there's no reason to include missions that require them, as there is no plausible way they will ever get done, even if player desire is at 110%...amounting to stalled missions, stalled Valrei progress, and general frustration. I'd add in remove sacrifice 1000 decent white-dotted flowers too, but that'd be a bit of a hijack of my own topic. Every mission should be doable based on persistently available resources, skills, creature counts on the servers, with enough population, etc. While making 50 caravels may not get done - it COULD get done without relying on limited-spawn resources like moon metals. Otherwise, these particular moon metal-related missions just amount to the RNG deciding which faction gets shafted in a scenario, and that's wrong - elements of randomness are fine of course in the mission selection, but every mission SHOULD be REALISTICALLY doable - even if that means the server had to be at full pop and work non-stop through the duration of the mission, so be it - but missions involving obscene numbers of ultra-rare materials don't do anything for the gameplay except create roadblocks and dictate event outcomes that should be dictated by true hard work and sacrifice by the players, not losing RNG roulette.